The Scandinvans
16-12-2007, 23:39
*Please Read Everything*
Background:
I am interested in starting up a thread about a school for magic persons in order to start a series of spin off threads that will encompass a bigger world with the main players becoming leaders in the magical world after they get out of school. As well, to note I do not expect there to be any real difference between the tech of this world and ours, except magical people are about a hundred years behind due to magic being the focus of development and their tech being based off people are not able to wield magic. Also, the worlds will be divided between magic and non-magical persons as each live in different communities and each of the other world keep separated from the other, yet each of the other is aware of the other at the same time the magical world keeps the knowledge of their world by erasing knowledge of it from the other world. At the same time intermarriage occurs often in that about a third of all magical world marriages that happen are between magic folk and non-magic folk. Adding to this event the children of these marriages get to chose to either accept magic or deny in at the same time retain the ability to use magic as they get older. Though the mixing of groups often only happen within the already mixed groups as the pure blooded society has turned into a more enclosed group which does associate with non pure bloods of their own accord.
All people in the magical world are able to use it, yet people of mixed parentage might have only limited use of it as magic is a genetic trait in that ability due to the ‘melting’ down of the line which occurs as a result of their genetic ability to do magic results in the genes failing to be able to combine correctly to do magic. To better explain this phenomenon there are seven (note seven is a key number in types of magic) genes which determine if one can do magic. Though to make clear it is only need for three (another important magic number) of these genes to be able to do magic well. Yet, despite only needing three of these genes the natural affinity, without proper training and practice, is actually less then those who have five, six, or seven of these genes, those who are pure blooded are really the only ones who have such magic. As well, the people have posses the full seven genes, that are related to the ability to do magic, have been, at an extraordinarily high rate, some of the most powerful magic users due to this. To address those who are of half magical descent the magical genes that have are between 3 and 4, and with up to five genes as the maximum. As for those who are born to non-magics who will have at a common rate three genes, though some will have up to four. The people though who have two genes are able to see through barriers set up to prevent non-magics from seeing through, unless it is a particularly strong magic barrier, and can interact with magical creatures and even use basic healing magics, but never more then that. The people with only one gene can never use any type of magic, but can feel when they are near a magical barriers and see the occasionally ghost or ghoul.
To the pure blood end of the world are the groups of people who are either true pure blood or are in essence pure magical folk. These people take great pride in their heritage in that they alone have been the ones responsible for keeping the magical community strong and are they ones who are the ones naturally born the strongest in magic, though people can become stronger through training, This group is often referred are either the high born, true blooded, pure blood, and they such are mostly are in that they are the only being to be able to break their love connections to other persons, though this comes at the price they will never known the deepest forms of love and at great pains to themselves, at the same time they still know fairly deep bonds of love. This ability has allowed them to remain a stable population grouping and to form bonds of love with those that their pride will allow them to marry only those of pure blood. At the same time their pride in they shun the ‘mutts’ of the magical world and have on a number of times been lead in their pure blooded pride in fanatical wars, at the same time there were a number of them that opposed the pure blood fanatics in the wars. These wars for a long time have flared on and off as the leaders of the wars were killed and their followers were eventually wholly defeated or submitted. To note non-pure bloods often come to rival the pure bloods natural magic affinity due to their own genetics at birth that give them strength of exceptional quality.
The government of the magical worlds is headed by a ruler who essentially comes to power based on their personal ability to command magic which earns them the position, Head of the Magical World, and it is in the belief in their personal ability that the magical world feels that the strongest should lead as they have, often enough, the most knowledge of magic which allows them to be the most effective rulers, though popularity with certain factions is often a determining factor in who is chosen to be the next Head of the Magical World, aka the Head of Magic. This result has caused some dismay in that some pure blood fanatics have come to power and have waged programs against the ‘mutts’ Though, in every case they were sacked within a few months due to not having wide enough support.
As of now their is the High Blood Inquisition seeks to rid the magical world of persons born to non-magical parents and to set up the pure blooded magical folk as the rulers of the it and to also one day enslave the non-magics, whom they view as little more then talking apes.
On the opposite end of the spectrum is the Eagle's Army which is an army of persons who oppose the forces of forces of the High Blood Inquisition and hold all human life equal and will protect the innocent with their very lives.
Rules:
Alright as the rules seem to be a problem in the threads I start this tine I will make them as clear as possible for people. To start out with I control key non playable characters; such as the Headmaster, the Head of Magic (currently as least;)), the heads of Eagle’s Army and the High Blood Inquisition, the Book of Sorting, and the people who administer the tests that will appear in the rp. Secondly, the people who join the rp are able to start threads, except you cannot kill key characters in the thread without my consent or the consent of the person who controls that characters; such as the close family of the character, though you may kill people who you just give names to who may be first cousins, but not parents or grandparents without, as I said, the consent of the one who controls them. As well, do not give last names to students of other houses, though in your own house it is fine as I plan to recycle names. As for the people given last names by other characters you may torture if really want.;) Do not use spells that have not been approved of, though if you make a mistake nothing will be held against you. Only use spells from the Spells thread. Do not use spells that will surely kill other students as the killing curses are supressed at the school by certain magics. As for other races if your character is comes from a rich wizarding family then you can either have house elves (yes the Harry Potter the ones:p). In order to answer this before everything starts there cannot be bodies of dead just walking around without a person controlling them, in order for the undead to move their must be a magic user controlling them directly and the spell is like a regular spell and will need the person's attention to maintain control over, if they do not keep the spell up then the body simply falls back over. However, you can keep bodies in state where they did not wither away, so if you are one of those evil types you can literally have dozens of bodies in waiting to be used by in case of attack. Though to note they can be brough, permantely, with a killing curse and you cannot control more then seven bodies at a time. Lastly, please do not disobey rulings by me or the other mods that I may possible appoint later in the rp.
Classe Descriptions:
*Alchemy (Optional): The use of the science of alchemy which is used to combine different materials to create the outcome desired by the alchemist, or any other person really.
**Astrology (Optional): Study of the stars and which constellations can be used to predict evens. A special study of astrology allows for people to use certain events in the year to perform strong magics.
*Charms (Mandatory): Praticing the use of charms.
****Curses (Only open to those who pass entrance test): The art of casting and using Curses, though since of their danger one must be deemed worthy to take the class.
**Defensive Magics (Mandatory): The proper use of shielding magics.
***Divination (Optional): The art of predicting the future.
**Jinxing (Mandatory): The use and casting of jinxes.
***Environmental Chemistry (Optional): The study magic in nature which teaches the understanding of magical processes that are natural and in how to harness this to one's benefit in transfiguration and potion making.
****Magical Comprehension (Optional): The class teaches the effects of spells and some of the deeper principles which govern magic. To note it helps sharpen student's awareness of the world around them and also helps them learn how more about how spells are driven and what damage certains spells can do.
*Magical History (Mandatory): What do you think.:p
***Magical Theory (Optional): The study of therotical magic princples and the proper way which to handle certain situations that might rise within the world due to when powerful magics are at work.
***Numbers in Magic (Optional): The study of how numbers influence magic and in how numbers can be used in certain spells to literally multiply the power of those spells.
**Potions (Mandatory): The combination of ingredients to create poitions that may be used in anything from them mending broken bones to even brainwashing people into agreeing with you or into loving you.
***Magical Plant Properties (Optional): A side class of potions which teaches students on what properties plants have and how they can be used in potions.
**Restoration (Optional): The magical art of restoring sanity to the mad or bringing those on the verge of death itself back to the world of the living.
**Species of the World (Optional): A class which teaches about the magical animals scattered across the world and what animals produce magical products.
***Studies of the Mind (Optional): The class which teaches the magical arts that are used on the human mind and on how the human mind works.
***Transfiguration (Optional): Teaches how to give objects new attributes and on how to change their appearance. For those espically skilled you can even transform people into animals and change lead into gold.
*****Unknown Magics Studies (Only open to those who pass entrance test): The study of magics which are untouched and of the magics that are considered dark, even goes into the basic laws of magic and attempts to teach how one may discover the most powerful types of magics which are not known to common magic users. Though due to the extreme nature of the class people must be consdiered mentally fit, emtionally ready, and moral enough to not use the arts in a dark and evil way. As well, it deals with certain magics which have not been delved into yet and of how these types of magic affect the world.
*****World Beyond Studies (Only open to those who pass entrance test): The study of the process of death and what truly surronds death. An extremly dangerous class due to the fact that students will experiment with the very things that death causes and the power that surronds death. For example, this class can help a person learn exactly how a killing curse works and how one can learn to stave off death.
* is used to indicate the difficulty of a class, the more a class has of these the harder it will be.
Classe List:
Alchemy (Optional)
Astrology (Optional)
Charms (Mandatory)
Curses (Only Open to Those Deemed Worthy)
Defensive Magics (Mandatory)
Divination (Optional)
Jinxing (Mandatory)
Environmental Chemistry (Optional)
Magical Compression (Optional)
Magical History (Mandatory)
Magical Theory (Optional)
Numbers in Magic (Optional)
Potions (Mandatory)
Magical Plant Properties (Optional)
Restoration (Optional)
Species of the World (Optional)
Studies of the Mind (Optional)
Transfiguration (Optional)
Unknown Magics Studies (Only Open to Those Deemed Worthy)
World Beyond Studies (Only Open to Those Deemed Worthy)
*Notes you can only take a maxium of nine classes for the year and to enter the classes that read, 'Only Open to Those Deemed Worhty', you must go to the To Be Deemed Worthy Thread. As well, you get to generally create the personalties of the teachers.*
Teachers:
Alchemy (Optional): Mrs. Vasa
Astrology (Optional): Mr, Leston
Charms (Mandatory): Mr. Ivanova
Curses (Only Open to Those Deemed Worthy): Mr. Schmidt
Defensive Magics (Mandatory): Mrs. Ye
Divination (Optional): Mrs. Rustaveli
Jinxing (Mandatory): Mrs. Silva
Environmental Chemistry (Optional): Mr. Hill
Magical Compression (Optional): Mr. Korhonen
Magical History (Mandatory): Mrs. Benard
Magical Theory (Optional): Mrs. Hoffmann
Numbers in Magic (Optional): Mr. Nagy
Potions (Mandatory): Mr. McCarthy
Magical Plant Properties (Optional): Mrs. Quinn
Restoration (Optional): Mr. Romano
Species of the World (Optional): Mrs. Yoshida
Studies of the Mind (Optional): Mrs. Vella
Transfiguration (Optional): Mrs. Nowak
Unknown Magics Studies (Only Open to Those Deemed Worthy): Mr. Olsen
World Beyond Studies (Only Open to Those Deemed Worthy): Mr. Bakker
Schedule:
7:00, 7:15, 7:30 A.M.: Wake Up Times (Students May Set)
7:45-8:30: Breakfast
8:45-10:00: Period 1
10:15-11:30: Period 2
11:45-1:00: Period 3
1:15-2:00: Lunch
2:15-3:30: Period 4
3:45-5:00: Period 5
5:15-6:30: Period 6
6:45-7:30: Dinner
7:45-9:00: Period 7
9:00-10:15: Free Time
10:30 P.M.: Years 1-4 Lights Out
11:00 P.M.: Years 5+ Lights Out
*Classes take place Monday, Tuesday, Wednesday, Thursday, Friday, and Saturday, with Sunday being a day off from classes. For a total of forty class periods aviable to every student each week and total of a maxium of students having thirty six class periods. As well, a student can only take a maxium of six class periods a day for every student in the school.*
Character Template:
Name:
Age:
Parentage:
House:
Wand:
Height:
Eye Color:
Hair Color:
Traits:
Pet(s):
Classes:
Biography:
*Parentage means their blood purity which asks for the term pure blood, half blood, or non-magical born which means they were born to non-magical parents, but have gotten the right genes to become a person with magical power and also please put it in terms of percent. For houses go back to The Placing thread. As for old rpers just ask for your player to be put back on the list and I will do so, though you can also create a new character if you want. Ages of attendence are 12-18. As well, currently you can only have a student in the school rp, though in the non school threads you can rp the family of your character in the other threads. Also, you can only have human characters, but you can be part goblin and part elf (think more LOTOR elves not house elves). By the way no divine parentage, or orgin, as all characters have to be born on this world to mortal parents.
You can bring such creatures as House Elves (yes the samr tpye as from Harry Potter), cats, bats, or a pet owl (yes like the Harry Potter ones again;) though sadly you cannot have any other types due to the confusion that might occur surronding certain types of creatures. One other note you maxium of two pets per student.
As for the wand part feel free to be creative, but nothing longer then 15 inches or shorter then 6.5 inches. The exterior woods, the foundation, come in the following types Pine (Offensive Spells), Elm(Defensive Spells), and Ash (Healing Spells). For cores they are as follow Dragon Claw (Curses), Griffin Feather (Charm), Asp Scale (Jinxes).
For people returning from my older threads if you want to reuse your old characters just resubmit your old template, with the new parts of the template that have been added taken into regard.*
Background:
I am interested in starting up a thread about a school for magic persons in order to start a series of spin off threads that will encompass a bigger world with the main players becoming leaders in the magical world after they get out of school. As well, to note I do not expect there to be any real difference between the tech of this world and ours, except magical people are about a hundred years behind due to magic being the focus of development and their tech being based off people are not able to wield magic. Also, the worlds will be divided between magic and non-magical persons as each live in different communities and each of the other world keep separated from the other, yet each of the other is aware of the other at the same time the magical world keeps the knowledge of their world by erasing knowledge of it from the other world. At the same time intermarriage occurs often in that about a third of all magical world marriages that happen are between magic folk and non-magic folk. Adding to this event the children of these marriages get to chose to either accept magic or deny in at the same time retain the ability to use magic as they get older. Though the mixing of groups often only happen within the already mixed groups as the pure blooded society has turned into a more enclosed group which does associate with non pure bloods of their own accord.
All people in the magical world are able to use it, yet people of mixed parentage might have only limited use of it as magic is a genetic trait in that ability due to the ‘melting’ down of the line which occurs as a result of their genetic ability to do magic results in the genes failing to be able to combine correctly to do magic. To better explain this phenomenon there are seven (note seven is a key number in types of magic) genes which determine if one can do magic. Though to make clear it is only need for three (another important magic number) of these genes to be able to do magic well. Yet, despite only needing three of these genes the natural affinity, without proper training and practice, is actually less then those who have five, six, or seven of these genes, those who are pure blooded are really the only ones who have such magic. As well, the people have posses the full seven genes, that are related to the ability to do magic, have been, at an extraordinarily high rate, some of the most powerful magic users due to this. To address those who are of half magical descent the magical genes that have are between 3 and 4, and with up to five genes as the maximum. As for those who are born to non-magics who will have at a common rate three genes, though some will have up to four. The people though who have two genes are able to see through barriers set up to prevent non-magics from seeing through, unless it is a particularly strong magic barrier, and can interact with magical creatures and even use basic healing magics, but never more then that. The people with only one gene can never use any type of magic, but can feel when they are near a magical barriers and see the occasionally ghost or ghoul.
To the pure blood end of the world are the groups of people who are either true pure blood or are in essence pure magical folk. These people take great pride in their heritage in that they alone have been the ones responsible for keeping the magical community strong and are they ones who are the ones naturally born the strongest in magic, though people can become stronger through training, This group is often referred are either the high born, true blooded, pure blood, and they such are mostly are in that they are the only being to be able to break their love connections to other persons, though this comes at the price they will never known the deepest forms of love and at great pains to themselves, at the same time they still know fairly deep bonds of love. This ability has allowed them to remain a stable population grouping and to form bonds of love with those that their pride will allow them to marry only those of pure blood. At the same time their pride in they shun the ‘mutts’ of the magical world and have on a number of times been lead in their pure blooded pride in fanatical wars, at the same time there were a number of them that opposed the pure blood fanatics in the wars. These wars for a long time have flared on and off as the leaders of the wars were killed and their followers were eventually wholly defeated or submitted. To note non-pure bloods often come to rival the pure bloods natural magic affinity due to their own genetics at birth that give them strength of exceptional quality.
The government of the magical worlds is headed by a ruler who essentially comes to power based on their personal ability to command magic which earns them the position, Head of the Magical World, and it is in the belief in their personal ability that the magical world feels that the strongest should lead as they have, often enough, the most knowledge of magic which allows them to be the most effective rulers, though popularity with certain factions is often a determining factor in who is chosen to be the next Head of the Magical World, aka the Head of Magic. This result has caused some dismay in that some pure blood fanatics have come to power and have waged programs against the ‘mutts’ Though, in every case they were sacked within a few months due to not having wide enough support.
As of now their is the High Blood Inquisition seeks to rid the magical world of persons born to non-magical parents and to set up the pure blooded magical folk as the rulers of the it and to also one day enslave the non-magics, whom they view as little more then talking apes.
On the opposite end of the spectrum is the Eagle's Army which is an army of persons who oppose the forces of forces of the High Blood Inquisition and hold all human life equal and will protect the innocent with their very lives.
Rules:
Alright as the rules seem to be a problem in the threads I start this tine I will make them as clear as possible for people. To start out with I control key non playable characters; such as the Headmaster, the Head of Magic (currently as least;)), the heads of Eagle’s Army and the High Blood Inquisition, the Book of Sorting, and the people who administer the tests that will appear in the rp. Secondly, the people who join the rp are able to start threads, except you cannot kill key characters in the thread without my consent or the consent of the person who controls that characters; such as the close family of the character, though you may kill people who you just give names to who may be first cousins, but not parents or grandparents without, as I said, the consent of the one who controls them. As well, do not give last names to students of other houses, though in your own house it is fine as I plan to recycle names. As for the people given last names by other characters you may torture if really want.;) Do not use spells that have not been approved of, though if you make a mistake nothing will be held against you. Only use spells from the Spells thread. Do not use spells that will surely kill other students as the killing curses are supressed at the school by certain magics. As for other races if your character is comes from a rich wizarding family then you can either have house elves (yes the Harry Potter the ones:p). In order to answer this before everything starts there cannot be bodies of dead just walking around without a person controlling them, in order for the undead to move their must be a magic user controlling them directly and the spell is like a regular spell and will need the person's attention to maintain control over, if they do not keep the spell up then the body simply falls back over. However, you can keep bodies in state where they did not wither away, so if you are one of those evil types you can literally have dozens of bodies in waiting to be used by in case of attack. Though to note they can be brough, permantely, with a killing curse and you cannot control more then seven bodies at a time. Lastly, please do not disobey rulings by me or the other mods that I may possible appoint later in the rp.
Classe Descriptions:
*Alchemy (Optional): The use of the science of alchemy which is used to combine different materials to create the outcome desired by the alchemist, or any other person really.
**Astrology (Optional): Study of the stars and which constellations can be used to predict evens. A special study of astrology allows for people to use certain events in the year to perform strong magics.
*Charms (Mandatory): Praticing the use of charms.
****Curses (Only open to those who pass entrance test): The art of casting and using Curses, though since of their danger one must be deemed worthy to take the class.
**Defensive Magics (Mandatory): The proper use of shielding magics.
***Divination (Optional): The art of predicting the future.
**Jinxing (Mandatory): The use and casting of jinxes.
***Environmental Chemistry (Optional): The study magic in nature which teaches the understanding of magical processes that are natural and in how to harness this to one's benefit in transfiguration and potion making.
****Magical Comprehension (Optional): The class teaches the effects of spells and some of the deeper principles which govern magic. To note it helps sharpen student's awareness of the world around them and also helps them learn how more about how spells are driven and what damage certains spells can do.
*Magical History (Mandatory): What do you think.:p
***Magical Theory (Optional): The study of therotical magic princples and the proper way which to handle certain situations that might rise within the world due to when powerful magics are at work.
***Numbers in Magic (Optional): The study of how numbers influence magic and in how numbers can be used in certain spells to literally multiply the power of those spells.
**Potions (Mandatory): The combination of ingredients to create poitions that may be used in anything from them mending broken bones to even brainwashing people into agreeing with you or into loving you.
***Magical Plant Properties (Optional): A side class of potions which teaches students on what properties plants have and how they can be used in potions.
**Restoration (Optional): The magical art of restoring sanity to the mad or bringing those on the verge of death itself back to the world of the living.
**Species of the World (Optional): A class which teaches about the magical animals scattered across the world and what animals produce magical products.
***Studies of the Mind (Optional): The class which teaches the magical arts that are used on the human mind and on how the human mind works.
***Transfiguration (Optional): Teaches how to give objects new attributes and on how to change their appearance. For those espically skilled you can even transform people into animals and change lead into gold.
*****Unknown Magics Studies (Only open to those who pass entrance test): The study of magics which are untouched and of the magics that are considered dark, even goes into the basic laws of magic and attempts to teach how one may discover the most powerful types of magics which are not known to common magic users. Though due to the extreme nature of the class people must be consdiered mentally fit, emtionally ready, and moral enough to not use the arts in a dark and evil way. As well, it deals with certain magics which have not been delved into yet and of how these types of magic affect the world.
*****World Beyond Studies (Only open to those who pass entrance test): The study of the process of death and what truly surronds death. An extremly dangerous class due to the fact that students will experiment with the very things that death causes and the power that surronds death. For example, this class can help a person learn exactly how a killing curse works and how one can learn to stave off death.
* is used to indicate the difficulty of a class, the more a class has of these the harder it will be.
Classe List:
Alchemy (Optional)
Astrology (Optional)
Charms (Mandatory)
Curses (Only Open to Those Deemed Worthy)
Defensive Magics (Mandatory)
Divination (Optional)
Jinxing (Mandatory)
Environmental Chemistry (Optional)
Magical Compression (Optional)
Magical History (Mandatory)
Magical Theory (Optional)
Numbers in Magic (Optional)
Potions (Mandatory)
Magical Plant Properties (Optional)
Restoration (Optional)
Species of the World (Optional)
Studies of the Mind (Optional)
Transfiguration (Optional)
Unknown Magics Studies (Only Open to Those Deemed Worthy)
World Beyond Studies (Only Open to Those Deemed Worthy)
*Notes you can only take a maxium of nine classes for the year and to enter the classes that read, 'Only Open to Those Deemed Worhty', you must go to the To Be Deemed Worthy Thread. As well, you get to generally create the personalties of the teachers.*
Teachers:
Alchemy (Optional): Mrs. Vasa
Astrology (Optional): Mr, Leston
Charms (Mandatory): Mr. Ivanova
Curses (Only Open to Those Deemed Worthy): Mr. Schmidt
Defensive Magics (Mandatory): Mrs. Ye
Divination (Optional): Mrs. Rustaveli
Jinxing (Mandatory): Mrs. Silva
Environmental Chemistry (Optional): Mr. Hill
Magical Compression (Optional): Mr. Korhonen
Magical History (Mandatory): Mrs. Benard
Magical Theory (Optional): Mrs. Hoffmann
Numbers in Magic (Optional): Mr. Nagy
Potions (Mandatory): Mr. McCarthy
Magical Plant Properties (Optional): Mrs. Quinn
Restoration (Optional): Mr. Romano
Species of the World (Optional): Mrs. Yoshida
Studies of the Mind (Optional): Mrs. Vella
Transfiguration (Optional): Mrs. Nowak
Unknown Magics Studies (Only Open to Those Deemed Worthy): Mr. Olsen
World Beyond Studies (Only Open to Those Deemed Worthy): Mr. Bakker
Schedule:
7:00, 7:15, 7:30 A.M.: Wake Up Times (Students May Set)
7:45-8:30: Breakfast
8:45-10:00: Period 1
10:15-11:30: Period 2
11:45-1:00: Period 3
1:15-2:00: Lunch
2:15-3:30: Period 4
3:45-5:00: Period 5
5:15-6:30: Period 6
6:45-7:30: Dinner
7:45-9:00: Period 7
9:00-10:15: Free Time
10:30 P.M.: Years 1-4 Lights Out
11:00 P.M.: Years 5+ Lights Out
*Classes take place Monday, Tuesday, Wednesday, Thursday, Friday, and Saturday, with Sunday being a day off from classes. For a total of forty class periods aviable to every student each week and total of a maxium of students having thirty six class periods. As well, a student can only take a maxium of six class periods a day for every student in the school.*
Character Template:
Name:
Age:
Parentage:
House:
Wand:
Height:
Eye Color:
Hair Color:
Traits:
Pet(s):
Classes:
Biography:
*Parentage means their blood purity which asks for the term pure blood, half blood, or non-magical born which means they were born to non-magical parents, but have gotten the right genes to become a person with magical power and also please put it in terms of percent. For houses go back to The Placing thread. As for old rpers just ask for your player to be put back on the list and I will do so, though you can also create a new character if you want. Ages of attendence are 12-18. As well, currently you can only have a student in the school rp, though in the non school threads you can rp the family of your character in the other threads. Also, you can only have human characters, but you can be part goblin and part elf (think more LOTOR elves not house elves). By the way no divine parentage, or orgin, as all characters have to be born on this world to mortal parents.
You can bring such creatures as House Elves (yes the samr tpye as from Harry Potter), cats, bats, or a pet owl (yes like the Harry Potter ones again;) though sadly you cannot have any other types due to the confusion that might occur surronding certain types of creatures. One other note you maxium of two pets per student.
As for the wand part feel free to be creative, but nothing longer then 15 inches or shorter then 6.5 inches. The exterior woods, the foundation, come in the following types Pine (Offensive Spells), Elm(Defensive Spells), and Ash (Healing Spells). For cores they are as follow Dragon Claw (Curses), Griffin Feather (Charm), Asp Scale (Jinxes).
For people returning from my older threads if you want to reuse your old characters just resubmit your old template, with the new parts of the template that have been added taken into regard.*